Monday, September 8, 2014

Castle Amber by Candle Light

Running behind on posting (and reading).  We got slammed by a freak storm in Chicago and we were without power from Friday afternoon to Sunday morning.

Friday we went out in the hope that the power would be back soon.  No such luck.  So we spent the night reading by flashlight and candle light.  I grabbed my old 2e Ravenloft Boxed set to flip through.

Saturday was spent grilling everything in the fridge so we would not have to throw it all out.

Eggs, toast and bacon on the grill. I might never eat inside again.

We then spent the day preparing and playing one of my favorite modules X2 Castle Amber.

And trust me, nothing was quite as fun as playing it all by candle light.



We played it under 5th edition rules.  Unlike Bone Hill, I did not have 5e stats for all the monsters in this adventure.  But fortunately the conversion process was very easy and most I could do one the fly.

Yeah that is my 1st Ed. DMs screen.  I had my kids grab everything and they also got that.

So far 5e is still working very nice for us.
Castle Amber is also a great adventure to play and run.  The kids are having a blast.  They managed to get through the west wing and they even found an intelligent magical sword.  I am not sure what do with that one yet. I hand-waved it for now since I have not found any D&D5 rules about intelligent weapons yet.

My family is loving this adventure so far and I have to admit I was rather gleeful inside at scene where they have to run from the "Grey Mists" to get into the castle.

The nice thing is that even though this feels like a "monster of the week" adventure there is a great tie-in to the overall "Cult of Chaos" plot I have been weaving through all the adventures.  Yeah, yeah I have seen the posts that D&D isn't supposed to be "cinematic" or "storytelling".  Screw that. I do what my family and I enjoy.   My youngest spends his time playing looking for any clues that might help him understand more about the mystery and my oldest wants to read Lovecraft now.

So next time they will finish the central forest and hit the East Wing and then beyond.

Saturday, September 6, 2014

Zatannurday: The Amazing Adventures of Zatanna!

I have been spending the week with Amazing Adventures.

While Amazing Adventures is a "Pulp Era" game there is no reason that you couldn't use it for a Modern Game.  In fact it might be fun to try doing something more Silver Age.

A while back I did a Pulp/Golden Age version of Giovanni "John" Zatara for AA.  So I am saying this version of Zee exists in the same universe.

This is a young Zatanna. Maybe soon after her first appearance with the Hawks, but long enough that she has some magical experience.

Stephanie Buscema
Zatanna Zatara
Arcanist (CHA) 8th level
Human* Female, Chaotic Good
hp: 30
MEP: 60
AC: 14 (dex, stage outfit)
Move: 30'

STR: 10 (0)
DEX: 16 (+2)
CON: 10 (0)
INT: 16 (+2)
WIS: 12 (0)
CHA: 19 (+4)

*Zatanna is a member of the Home Magi race. She gains a +1 to CHA and a -1 to CON.
Zatanna, as a quirk of her own style of magic, must speak all her spells backwards in order to work.

Languages: English, Italian, Latin, Greek (native language is English)
Background: Entertainer (Actor/Performer) +4,
Traits: Spellgifted (transmutation), Spellgifted (illusion)
Skill: Knowledge (Arcana)

Gear: Top hat, wand (magical focus +2), tuxedo

Spells
0: Arcane Mark, Detect Illusion, Detect Magic, Influence, Light, Mage Hand, Message, Prestidigitation
1: Change Self, Charm Person, Daze, Obscuring Mist, Silent Image
2: Alter Self, Blur, Misdirection, Pyrotechnics
3: Major Image, Suggestion
4: Mirage Arcana

A note about spells.  I opted for spells that look best on a stage or in front of a group of people.  So no fireballs or even a lot of damage causing spells.  Also I choose spells I felt she had access too; ones in her father's library.  Zee gets her own powerful collection of spells later on.

Friday, September 5, 2014

Kickstart Your Weekend: Amazing Adventures

I have been talking about Amazing Adventures all week and it has been a blast.

The Second Edition/Printing is being Kickstarted now and I think it blew past it's funding goal in the first few hours.


It is not difficult to see why.
- It's based on the Siege Engine rules, the same that power Castles & Crusades.
- It's two-fisted pulp action 
- It's written by Jason Vey who worked on Buffy, Angel, and All Flesh Must Be Eaten among other games.

And if my posts this week have been any indication, it is a lot of damn fun.


Amazing Adventures: Spider Mutants

Spider scary the crap out of people. Despite the fact that we out-mass a spider by several orders of magnitude I have seen tiny spiders send 200lb+ grown men into paroxysms of fear.
So imagine what giant spiders can do?
How about giant mutant spider?
How about giant mutant spiders mixed with dogs, rats, bats or wolves?

Yeah. That is the recipe for fun.

Mutant Spiders

They could be the result of arcane experiments, mad science gone unchecked or aliens from another world.  In any case a mutant spider spells trouble for the PCs.




Mutant Spider-Dog

NO. ENC: 2-8
SIZE: Medium
HD: 4d8 (16 hp)
MOVE: 40 ft., 20 ft. (climb)
AC: 16
ATTACKS: Bite (1d8)
SPECIAL Poison, Web, Twilight Vision
SANITY: 1d6/1d8
SAVES: P
INT: Animal
ALIGN: Neutral (Evil)
TYPE: Animal (Aberration)
XP: 100 + 5/hp (180)

The Mutant Spider Dog looks like a large spider with the head of a dog.   It's eight legs end in a hook like appendage and gives it a distinct "clicking" sound when in runs.
The Mutant Spider-Dog is a carnivore and it's preferred meal are humans.

Web and Poison as per Large Spider.



Gigantic Mutant Spider
NO. ENC: 1-2
SIZE: Large
HD: 10d8 (40 hp)
MOVE: 20 ft., 10 ft. (climb)
AC: 20
ATTACKS: Bite (1d12)
SPECIAL Poison, Web, Twilight Vision
SANITY: 1d8/1d10
SAVES: P
INT: Animal
ALIGN: Neutral Evil
TYPE: Animal (Aberration)
XP: 1350 + 10/hp (1750)

Giant Mutant Spiders are true monsters.  Often towering 20' or more they can combine the features of a number of different animals with spiders.  Like all mutant spiders the preferred food for these creatures in the warm flesh of humans.

Want to battle these creatures?  Support the Amazing Adventures Kickstarter and you can!

Thursday, September 4, 2014

Amazing Adventures: The Refrigerator

A while back I did a series of posts for Superbabes. It was a lot fun. Part of the conceit of the posts was that all these various super-women like Kim Possible and Justice were gathered together to face an evil so bad that it takes all of them.  Well that evil was a mad scientist by the name of the Refrigerator.

Here is what I posted then:

The big bad is this mad scientist known as The Refrigerator. He captures women and freezes them.  Plenty of subtle and overt S&M and dominance context that makes this guy a bit creepier than Mr. Freeze or Captain Cold, yet fits rather well in this.  After all the perfect foil for a Good Girl is a creepy misanthrope.  All these heroes are gathered together, kick his ass and rescue the original team.

I also found this the other day from the August 1937 issue of Horror Stories.


Now here is the deal.  This guy came, literally, out of a nightmare.  Around 1982 or so (I was 12) I was hit with a double shot of women being frozen alive, the movies were "In Like Flint" and "Kiss the Girls and Make them Die".  It really bugged the hell out of me and gave me nightmares for a long time.



Still kind of bugs me.  Of course later I learned there is a whole creepy fetish thing related to this.  I think my issue is far more basic.  I hate being cold and think being frozen is quite possibly the worst thing ever.

But that picture above deserves a villain.  I have not found the issue yet so I can't say if there is a story that goes with that cover. But I have enough of my own nightmare fuel.

History of The Refrigerator
Dr. Andreas Gelé was born to wealth and privilege but never to love.  His father was a was a rich industrialist who made his money on the work of others and his mother was a noted and beautiful stage actress.  From his father he gained his intellect and from his mother he learned lessons in cruelty.

As his mother aged she became more and more cruel.  In his mind's eye he saw her as beautiful. This was reinforced by all the pictures of her on the wall of their estates where she was young, beautiful and happy. Frozen in time.  Gelé began to work on a process to forever keep the beautiful women young.  He was drawn to beautiful women, and his prestige later as a doctor and his wealth made that easy.  But he never could talk to or relate to them having grown up socially stunted.  So Gelé embarked on a plan so he could have his desires met.
His first experiments in cryonoics were failures. Animals would not return to life when frozen and even when he perfected the process they still had damage.  Finally through a combination of fluids and gases at super cooled temperatures.  He tested it first on his hated father. He died soon after he was free of the ice, but Gelé expected that since the old man's heart was now weak.  He froze his mother next. He was overjoyed that the ice preserved her remaining beauty.
All his research though has left his fortunes depleted so he robs banks to keep himself funded for more research and to keep his "beauties" on ice.

Dr. Andreas Gelé "The Refrigerator"
12th level Gadgeteer, Male, Chaotic Evil

STR: 10 (0)
DEX: 13 (+1)
CON: 14 (+1)
INT: 18 (+3) P
WIS: 14 (+1)
CHA: 9 (0)

AC: 16 (protective lab coat, gloves, goggles)
HP: 51 (d6)
BtH: +3

Sanity
- Starting: 70
- Current: 55
- Max: 85*  (Using his science as roughly the same as Arcana)

Fate Points: 10

Abilities: Medicine (removed Jury rig)
Background: Scientist (medical doctor, cryonics)
Trait: Focused

Languages: English, French, German, Russian

Gadget: Refrigeration Gun (self-created gadget)
Powers
- Freezing Stun (Sleep, 1st level)
- Freeze (Hold Person, 3rd level)
- Wall of Ice (Wall of Ice, 4th level)
- Freeze Ray (Cold of Cold, 5th level)

All in all a nasty piece of work.  But a good bad guy. I can't wait to try him in other systems too.

Don't forget to support the Amazing Adventures Kickstarter.
https://www.kickstarter.com/projects/676918054/amazing-adventures-rpg

Wednesday, September 3, 2014

Amazing Adventures: Universal Monsters

It is no secret. I love horror movies.

A large part of that is growing up on a steady diet of Universal Studios' classic Monsters.  My dad had a bunch of book about the Golden Age of Cinema.  Most I never bothered with, but the one of the horror stories and monsters.  I wore that sucker out.   When I got older (11 or 12) I bought a used B/W TV that still used tubes.  The thing got so hot you could warm a slice of pizza on it (not really, but it was hot).  This was not a big deal for me since I could watch all my favorite "Monster Movies" when they came on KPLR-TV out of St. Louis.



One of the things I discover later is that almost in every case the stories were updated to the (then) modern times.  Dracula hung out with 1930s fashionistas.  The Wolfman smoked modern cigarettes in his John Talbot guise. Yes Frankenstein seemed set in earlier time, but the sequels were thoroughly modern.

Makes them perfect for Amazing Adventures.

Dracula (1931)
The OD (original Dracula...not counting Orlock) is Bela Lugosi.


Count Dracula

Vampire
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 15d12+10 (100 hp)
MOVE: 40 ft., 60 ft. (fly), 20 ft. (climb)
AC: 22 (cloak of protection)
ATTACKS: Slam (1d6)
SPECIAL: Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, Gaseous Form, Entourage, Electrical Resistance (half), Spider Climb
SANITY: 1d6/1d8 (Dracula tones down his horror)
SAVES: M, P
INT: Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead
XP: 11050+15 (12400)


Dracula never carries weapons relying on his Dominate and physical strength.

Frankenstein's Monster & The Bride (1931, 1935)

Both the Monster and the Bride (Frankenstein is the name of their creator) are Awakened Golems.


Awakened Flesh Golem
NO. ENCOUNTERED: 1 (typically a unique creature)
SIZE: Medium to Large
HD: 10d10 (55 hp)
MOVE: 20 ft. (Typically these Golems are slow moving)
AC: 20
ATTACKS: 2 Slam (2d8)
SPECIAL: Berserk, Immunity to Magic*
SANITY: 1d6/1d8
SAVES: P
INT: High to Genius
ALIGNMENT: Neutral (Evil)
TYPE: Construct
XP: 900+10 (1450)

An Awakened Flesh Golem possesses self-awareness, usually keen intellect and the self-reflection to abhor what they are.  This tends to make the creatures either tragic or villainous.

While immune to magic Frankenstein's Monster has been shown to be held under the thrall of Dracula from time to time.  Controlling the Monster though takes most of Dracula's attention.


The Mummy (1932)

Imhotep / Ardath-bey

NO. ENCOUNTERED: 1 (unique)
SIZE: Medium
HD: 10d12 (60 hp)
MOVE: 30ft.
AC: 22
ATTACKS: Slam (1d12) or by weapon
SPECIAL: Despair, Darkvision 60ft, Energy Drain, Fire Vulnerability, Magic*
SANITY:  1d8/1d10 (1d4/1d6 while in his "Ardath-bey" persona)
SAVES: P, M
INT: High
ALIGNMENT: Lawful Evil
TYPE: Undead
XP: 60+2 (94)

*Imhotep does not have a mummy rot ability, instead he can drain life energy as if he were a vampire.  Also due to his curse he can not be raised.


The Invisible Man (1933)

The Invisible Man, aka Dr. Jack Griffin is a 5th level Gadgeteer who created a potion of permenant invisibility, but at the cost of his sanity. Dr. Griffin is currently in the 10-15 SAN point range and looses more all the time.

The Wolf-Man (1941)
Even a man who is pure in heart
and says his prayers by night
may become a wolf when the wolfbane blooms
and the autumn moon is bright.


Larry Talbot, AKA the Wolf Man

NO. ENCOUNTERED: 1
SIZE: Medium
HD: 4d8 (16 hp)
MOVE: 30 ft., 50 ft. (as wolf-man)
AC: 16
ATTACKS: Bite (2d4)
SPECIAL: Beserke Curse of Lycanthropy, Wolf Empathy, Trip, Alternate Form*, Twilight Vision
SANITY: 1d8/1d10
SAVES: P
INT: Average
ALIGNMENT: Chaotic Good as human, chaotic evil in wolf form
TYPE: Humanoid
XP: 120+4 (184)

Larry Talbot's curse of lycanthropy turns him into a human/wolf hybrid creature.  Him mind is gone and all he knows is animalistic desires such as hunger and killing.  While in human form LArry searches for the wolf that infected him hopping to find a cure. 


The Gill-man (The Creature from the Black Lagoon)  (1954)


NO. ENCOUNTERED: 1 (2-4)
SIZE: Medium
HD: 3d8 (12 hp)
MOVE: 30 ft., 60 ft. (swim)
AC: 16
ATTACKS: Weapon (by weapon), Talon (1d4), Bite (1d4)
SPECIAL: Breeding, Darkvision 60 ft., Saltwater Sensitivity, Water Dependent
SANITY: 1d6/1d8
SAVES: P, M
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Humanoid
XP: 30+3 (66)

Gill-men are the rarer freshwater cousins of the Spawn of Dagon also called Fish men.  Biology though will keep them forever seperate since the Gill Man can no more tolerate salt water than the Fish Men can tolerate Fresh water.  It is suspected that like Fish Men the Gill Man needs human females for breeding purposes.  

Now I want to rewatch all of these!

Don't forget about the Kickstarter: https://www.kickstarter.com/projects/676918054/amazing-adventures-rpg

Owl & Weasel Wednesday #8 September 1975

Going back 29 years today for Owl & Weasel #8.

The front page news if England's first Play By Mail D&D game.  Interestingly there is a mention of a "computerised" one in America.  D&D is barely a year old and someone put it onto a computer!
Also covered is the first Northern Go Tournament in Manchester.

Steve Jackson moves to Brighton from London, but will still be working on O&W.

As we move on there is a brief guide on Patents for people designing their own games. The guide is fairly specific to the place and time, but still an interesting read.  Maybe not for the content but for the mere fact it is here and the dedicated so much (a page and an 1/6) to it.   Yes even back then, or maybe especially back then, people wanted to do things their own way.

Speaking of which the next page (the remaining 5/6ths) covers some of the "house rules" contributor Graham Buckell has been allowing for in his D&D games.  Also some that Steve Jackson has been using in his games. Party members get two attempts at opening a door for example.  Clerics also get an extra chance per level to pray for a specific spell.  The math is typical of the time P(granting spell) = (Spells needed/spells used) x (char. level/spell level) x 0.6.  They are only granted a number of these extra spells on a per year basis.
A house rule to give Fighting Men more hits (hp) is introduced. Basically they can't have less than 3 hp at 1st level.

A lengthy review/overview of the game Kingmaker is the "centerfold".
The new Sci-Fi war game "Galactic War" is discussed by the designer.  I don't know if the game was every produced or caught on.  I'll keep an eye out in future issues.

Third part of the article on Mah Jong is up.

The most interesting bit is shoved into the corner of page 11.  A "preview" of a new game "Empire of the Petal Throne" with the promise of a review after they have played it.

Last page has some ads including the TSR one and, yup there it is, Galactic War for £1.00.

A solid issue covering the ground well established by O&W at this time.